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Make sure you read the OP before asking a question. Asking a question already addressed in the OP will result in moderation action. Also, please put some effort into your questions. |
On July 04 2011 04:32 Chinesewonder wrote: I'm going 14/14 every map for safety. I always expand at 21 and go ling baneling. If i see roach then I'll keep the speedlings for map control and go into macro roaches. Is this a good game plan? I usually hold off early agression.
14/14 is incredibly standard against Terran as it allows you to punish any mistakes with ease (for example catching up with marines retreating) and gives you map control. Your expand should come in at 20 (but that's minor). The major flaw with your game plan that I can see is that you will struggle to produce off 2 bases if you are still mining gas (I suggest obtaining the infrastructure for roaches/banelings, but only putting one drone on gas). ZvZ is also very dependant on map positions, if it's close I would suggest more roaches early game, if it's cross positions one can drone up and when the push is coming morph in a ton of banelings.
If you are holding off early pushes, which is one of the harder aspects to ZvZ, then you are along the right path. What one needs to do after is to make sure you see how many drones he has, and follow suit. You need to be actively scouting. A passive Zerg can turn into an aggressive one with one round of injects, and you need to react accordingly. For example, if he is making drones, make drones. Once he starts to make units, make units. A further note, Infestors should always come before 2-2. Try to get 4-5 before your third upgrade, and then one can do a 2-0 or 1-1 infestor roach timing push. One other thing to note, don't overdrone. You want 2 rows and a half mining minerals at each base, and 6 on gas at each base.
Finally, the 15 hatch, and how to defend, It's mainly down to scouting. Mass ling off of one base counters roach ling, so if you see him pull off gas, you need to go banelings. However, if he goes bane ling, you need roaches. Roach ling, simply counter with Roach Ling, you should gradually push him back with your increased production facilities.
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is there a safe zvz build? a build that, no matter what he does, leaves you in a ok spot?
I know how to make my build safe against the usual timings. 1 base baneling, roach expands, roach speedling allins, etcetera. However they all require me to invest blindly into tech/units; due to how fast zerg units are, and how larva inject works, there's no way you can react to a threat once you see it. You often don't even have enough time to morph emergency banelings. And obviously, if you make an early investment for "safety", you will die 99% of the time to someone who blindly droned; if you make a non-committal attack it will most likely fail; and committing to aggression is a coinflip fest.
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IMO the safest build in ZvZ is
drone to 10 extractor trick to 11 overlord at 100 mins pool @ 200 mins drone back to 11 11 extractor 14 save larva @100% pool make 2 sets of lings and a queen @ 100 gas pull drones back to minerals 18 overlord expand around 20-21 as normal
Then scout with lings and see if he is going roaches or banes, if he is getting banes you have 2 choices, you can try and get defensive banes in time if you catch the nest soon enough, the other choice is to make a few extra queens and 1 or 2 spines and play defensively that way.
It is important that you have a line of overlords to his base to see direct attacks, from here its all about scouting and making as many drones as you can until 2 base saturation, then you make a roach army big enough to take your third while teching to infestors, once you have roach infestor its a positional battle with counters and such to try and get enough gas to hit hive before your opponent where you want roach broodlord infestor.
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vileHawk here, the safest ZvZ build is a speedling expand, here's the build
14 gas (take drones off of gas right after 100 gas) 14 pool 15 overlord save larva 6 zerglings + queen + speed dont use larva ------> make a hatchery if your opponent is going 14/14 as well, then option 1 If you scout him going 15 hatch then option 2
option 1 still dont use larva ----> roach warren (put your drones back on gas at the same time) make 4 more zerglings, at 18, now at 20 supply, 20 overlord, should have 10 zerglings to delay/stop any banelings from morphing near you from a 1 base baneling from your opponent move your queen down to your natural after her 2nd inject to help against aggression, you should have exactly enough money for 4 roaches right as your roach warren pops, take 2 drones off of gas, and make zergling reinforcement this should always be enough to stop any ling bling 1 base builds your opponent does.
option 2 you see your opponent going 15 hatch, you build 3 drones after your expand, then build a roach warren and do basically what you did in option 1 except with 3 more drones. Note you will need roaches at some point even against a 15 hatch because he can mass speedling and attack you once he gets the speed upgrade out, but remember that he can't attack you until he gets speed, so you're safe until that point and can deal good harrass/scouting with your initial 6 zerglings
Hope this helps, ~vileHawk
Just played a nice ZvZ on ladder showcasing how this build easily defends against a 1 base ling baneling here you guys go ~ http://replayfu.com/r/PxtNrn
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Hi all, I'm a silver level zerg player, and I'm thinking about switching to protoss. Before I do, I thought I would see if anyone can convince me to stay -- I have a love/hate relationship with zerg.
Anyway, the main reason I want to switch is because I think I would be a better player if I used protoss or maybe terran. I feel like I have more things to manage in game in order to compete effectively. Spreading creep and managing larvae/queens requires attention that could be better spent on fighting. In pro replays, it seems like zerg needs more bases than their T or P opponents in order to have a fair fight.
Please convince me!
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On July 04 2011 10:58 MoreConfidence wrote: Hi all, I'm a silver level zerg player, and I'm thinking about switching to protoss. Before I do, I thought I would see if anyone can convince me to stay -- I have a love/hate relationship with zerg.
Anyway, the main reason I want to switch is because I think I would be a better player if I used protoss or maybe terran. I feel like I have more things to manage in game in order to compete effectively. Spreading creep and managing larvae/queens requires attention that could be better spent on fighting. In pro replays, it seems like zerg needs more bases than their T or P opponents in order to have a fair fight.
Please convince me!
Play protoss for a while, or terran and if you like it more play it. There is no reason to play a certain race, in a game that is just for fun, if you do not like it. Follow your heart (and if it is protoss, then you might not have a heart :D)
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On July 04 2011 06:22 Hawk2 wrote:vileHawk here, the safest ZvZ build is a speedling expand, here's the build 14 gas (take drones off of gas right after 100 gas) 14 pool 15 overlord save larva 6 zerglings + queen + speed dont use larva ------> make a hatchery if your opponent is going 14/14 as well, then option 1 If you scout him going 15 hatch then option 2 option 1 still dont use larva ----> roach warren (put your drones back on gas at the same time) make 4 more zerglings, at 20, now at 22 supply, 22 overlord, should have 10 zerglings to delay/stop any banelings from morphing near you from a 1 base baneling from your opponent move your queen down to your natural after her 2nd inject to help against aggression, you should have exactly enough money for 4 roaches right as your roach warren pops, take 2 drones off of gas, and make zergling reinforcement this should always be enough to stop any ling bling 1 base builds your opponent does. option 2 you see your opponent going 15 hatch, you build 3 drones after your expand, then build a roach warren and do basically what you did in option 1 except with 3 more drones. Note you will need roaches at some point even against a 15 hatch because he can mass speedling and attack you once he gets the speed upgrade out, but remember that he can't attack you until he gets speed, so you're safe until that point and can deal good harrass/scouting with your initial 6 zerglings Hope this helps, ~vileHawk Just played a nice ZvZ on ladder showcasing how this build easily defends against a 1 base ling baneling here you guys go ~ http://replayfu.com/r/PxtNrn
going speed expand into roach holds banelings but dies against mass lings. You may or may not be able to scout no warren/nest; in any case there's no way to know how many lings to make; safer option is to go into defensive banelings; but obviously if he just makes drones you're as good as dead.
it's a coinflip circle where defensive > aggressive > unsafe > defensive...
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On July 04 2011 14:58 dementrio wrote:Show nested quote +On July 04 2011 06:22 Hawk2 wrote:vileHawk here, the safest ZvZ build is a speedling expand, here's the build 14 gas (take drones off of gas right after 100 gas) 14 pool 15 overlord save larva 6 zerglings + queen + speed dont use larva ------> make a hatchery if your opponent is going 14/14 as well, then option 1 If you scout him going 15 hatch then option 2 option 1 still dont use larva ----> roach warren (put your drones back on gas at the same time) make 4 more zerglings, at 20, now at 22 supply, 22 overlord, should have 10 zerglings to delay/stop any banelings from morphing near you from a 1 base baneling from your opponent move your queen down to your natural after her 2nd inject to help against aggression, you should have exactly enough money for 4 roaches right as your roach warren pops, take 2 drones off of gas, and make zergling reinforcement this should always be enough to stop any ling bling 1 base builds your opponent does. option 2 you see your opponent going 15 hatch, you build 3 drones after your expand, then build a roach warren and do basically what you did in option 1 except with 3 more drones. Note you will need roaches at some point even against a 15 hatch because he can mass speedling and attack you once he gets the speed upgrade out, but remember that he can't attack you until he gets speed, so you're safe until that point and can deal good harrass/scouting with your initial 6 zerglings Hope this helps, ~vileHawk Just played a nice ZvZ on ladder showcasing how this build easily defends against a 1 base ling baneling here you guys go ~ http://replayfu.com/r/PxtNrn going speed expand into roach holds banelings but dies against mass lings. You may or may not be able to scout no warren/nest; in any case there's no way to know how many lings to make; safer option is to go into defensive banelings; but obviously if he just makes drones you're as good as dead. it's a coinflip circle where defensive > aggressive > unsafe > defensive... With good building placement, and one - two spines, i have been able to hold off mass speedlings with roaches with this build, even on places like Scrap station where the natural is pretty far away. It is definitely harder, but not impossible
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What are some of the best ways to hold off 2 rax? I am 1500-1600 masters zerg who does 14 hatch 15 pool, scouting when my hatch goes down.
I drone to 18, overlord (it finishes seconds before pool and hatch finish).
Transfer 5 drones to my natural when hatch is nearly finished (more drones transfered+17 overlord instead of 18 if its super early 2 rax like 11/11)
Then immediate spine crawler+1 queen at my natural, cut units until money for 2nd queen in the main unless he pulls lots of scvs in which case get more lings asap.
Defending with queen+spine crawler as much as possible, only make lings if necessary.
Is this the BEST possible way to defend 2 rax? I know theres a few variations of 2 rax but is there any slight modification that could make it better?
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On July 04 2011 06:22 Hawk2 wrote:vileHawk here, the safest ZvZ build is a speedling expand, here's the build 14 gas (take drones off of gas right after 100 gas) 14 pool 15 overlord save larva 6 zerglings + queen + speed dont use larva ------> make a hatchery if your opponent is going 14/14 as well, then option 1 If you scout him going 15 hatch then option 2 option 1 still dont use larva ----> roach warren (put your drones back on gas at the same time) make 4 more zerglings, at 20, now at 22 supply, 22 overlord, should have 10 zerglings to delay/stop any banelings from morphing near you from a 1 base baneling from your opponent move your queen down to your natural after her 2nd inject to help against aggression, you should have exactly enough money for 4 roaches right as your roach warren pops, take 2 drones off of gas, and make zergling reinforcement this should always be enough to stop any ling bling 1 base builds your opponent does. option 2 you see your opponent going 15 hatch, you build 3 drones after your expand, then build a roach warren and do basically what you did in option 1 except with 3 more drones. Note you will need roaches at some point even against a 15 hatch because he can mass speedling and attack you once he gets the speed upgrade out, but remember that he can't attack you until he gets speed, so you're safe until that point and can deal good harrass/scouting with your initial 6 zerglings Hope this helps, ~vileHawk Just played a nice ZvZ on ladder showcasing how this build easily defends against a 1 base ling baneling here you guys go ~ http://replayfu.com/r/PxtNrn
Hi Hawk,
I've generally disliked roach openings, but I'd like to start doing them as I'm tired of the volatility in early game ZvZ. I watched the reply and it looked pretty solid, but I'm curious as to what you do on a map like scrap station, where holding with roaches just isn't feasible. Do you play sling/bling?
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how would you hold a 7 gate blink stalker all in + obs or a 8 gate blink stalker all in no obs?
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On July 04 2011 16:09 oogieogie wrote: how would you hold a 7 gate blink stalker all in + obs or a 8 gate blink stalker all in no obs?
Ling infestor
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How do I differentiate between a 4 gate all in push at 8 minutes, and a 3 gate expand?
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What's the best thing to do against a mech terran with heavy tank and thor with some hellions. I had 2/2 upgrades with roaches and 1/0 mutas and as I attacked I took out like 15 food from him but he took 80 from me. I also tried roach infestor with similiar upgrades in another match but his tanks got to me. Should I get broodlords?
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On July 05 2011 04:08 Olsson wrote: What's the best thing to do against a mech terran with heavy tank and thor with some hellions. I had 2/2 upgrades with roaches and 1/0 mutas and as I attacked I took out like 15 food from him but he took 80 from me. I also tried roach infestor with similiar upgrades in another match but his tanks got to me. Should I get broodlords?
Roaches aren't the way to go versus very heavy tank numbers. Roach infestor ling (lots of lings, roaches are esssentially useless versus tanks, but lings are great against tanks with no hellions, ff the hellions with roaches and get your lings on the tanks, using heavy NP to steal his thors and tanks, don't forget to IT bomb his tanks) is allright, but the be all end all versus mech is always going to be broodlord infestor.
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On July 04 2011 23:25 adelise wrote:Show nested quote +On July 04 2011 16:09 oogieogie wrote: how would you hold a 7 gate blink stalker all in + obs or a 8 gate blink stalker all in no obs? Ling infestor
Doesn't have to be ling/infestor. Roach/hydra is fine too. The important thing is that you need a big enough army to kill his stalkers, whatever the composition may be. Scout well so you can gauge the army size and see when the attack is coming. Always position your army so that when he blinks away from it, he's also blinking away from your base/expos or he's blinking into a corner. If you let him get in-between rally points or past your army and into your base things get nasty pretty quickly. Good scouting and army positioning FTW!
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As a current protoss player who is very interested in exploring and picking up zerg, what are the primary macro elements or game mechanics that I should focus on?
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On July 05 2011 06:22 H.k[D] wrote: As a current protoss player who is very interested in exploring and picking up zerg, what are the primary macro elements or game mechanics that I should focus on?
Injecting, never supply blocking, and knowing when to drone and when to build army. also when to expand
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On July 04 2011 15:47 Angry_Fetus wrote:Show nested quote +On July 04 2011 06:22 Hawk2 wrote:vileHawk here, the safest ZvZ build is a speedling expand, here's the build 14 gas (take drones off of gas right after 100 gas) 14 pool 15 overlord save larva 6 zerglings + queen + speed dont use larva ------> make a hatchery if your opponent is going 14/14 as well, then option 1 If you scout him going 15 hatch then option 2 option 1 still dont use larva ----> roach warren (put your drones back on gas at the same time) make 4 more zerglings, at 20, now at 22 supply, 22 overlord, should have 10 zerglings to delay/stop any banelings from morphing near you from a 1 base baneling from your opponent move your queen down to your natural after her 2nd inject to help against aggression, you should have exactly enough money for 4 roaches right as your roach warren pops, take 2 drones off of gas, and make zergling reinforcement this should always be enough to stop any ling bling 1 base builds your opponent does. option 2 you see your opponent going 15 hatch, you build 3 drones after your expand, then build a roach warren and do basically what you did in option 1 except with 3 more drones. Note you will need roaches at some point even against a 15 hatch because he can mass speedling and attack you once he gets the speed upgrade out, but remember that he can't attack you until he gets speed, so you're safe until that point and can deal good harrass/scouting with your initial 6 zerglings Hope this helps, ~vileHawk Just played a nice ZvZ on ladder showcasing how this build easily defends against a 1 base ling baneling here you guys go ~ http://replayfu.com/r/PxtNrn Hi Hawk, I've generally disliked roach openings, but I'd like to start doing them as I'm tired of the volatility in early game ZvZ. I watched the reply and it looked pretty solid, but I'm curious as to what you do on a map like scrap station, where holding with roaches just isn't feasible. Do you play sling/bling?
Hi, the build for a safe speedling baneling expand to be used on maps like Scrap Station and Tal'Darim Alter is as follows
14 gas (just 100 gas) 14 pool 15 overlord save larva 6 zerglings + queen + speed start making drones put drones back on gas at 21 supply 22 baneling nest (only need 1-2 drones mining gas once the baneling nest starts) 22 expansion hatchery
There you go that build is pretty safe early on, but remember it can VERY easily leave you behind in trying to defend any mid-game roach ling aggression, so be careful.
I would suggest to use this build on Tal'Darim Alter most of all, Scrap Station if you are dying with the speedling expand into roach opening but that build with good micro works on Scrap.
Just remember that in this build you are counting on 6 zerglings and a few banelings to keep you safe while you drone pretty hard, so if you scout your opponent making units himself, you will need a spine, which is why on Scrap Station this build is kind of iffy, because you aren't able to spine properly on that map unless you waste an inject on a tumor.
Hope this helps ~vileHawk
2 replays of this build being used http://replayfu.com/r/dFD9Sm (first replay will show how this build even though it is meant to be defensive can easily be turned into aggression)
http://replayfu.com/r/F10frj (second replay shows how his ling attack does no damage to me, but turns to a loss for me, good game anyway, loss had nothing to do with the build).
On July 04 2011 14:58 dementrio wrote:Show nested quote +On July 04 2011 06:22 Hawk2 wrote:vileHawk here, the safest ZvZ build is a speedling expand, here's the build 14 gas (take drones off of gas right after 100 gas) 14 pool 15 overlord save larva 6 zerglings + queen + speed dont use larva ------> make a hatchery if your opponent is going 14/14 as well, then option 1 If you scout him going 15 hatch then option 2 option 1 still dont use larva ----> roach warren (put your drones back on gas at the same time) make 4 more zerglings, at 20, now at 22 supply, 22 overlord, should have 10 zerglings to delay/stop any banelings from morphing near you from a 1 base baneling from your opponent move your queen down to your natural after her 2nd inject to help against aggression, you should have exactly enough money for 4 roaches right as your roach warren pops, take 2 drones off of gas, and make zergling reinforcement this should always be enough to stop any ling bling 1 base builds your opponent does. option 2 you see your opponent going 15 hatch, you build 3 drones after your expand, then build a roach warren and do basically what you did in option 1 except with 3 more drones. Note you will need roaches at some point even against a 15 hatch because he can mass speedling and attack you once he gets the speed upgrade out, but remember that he can't attack you until he gets speed, so you're safe until that point and can deal good harrass/scouting with your initial 6 zerglings Hope this helps, ~vileHawk Just played a nice ZvZ on ladder showcasing how this build easily defends against a 1 base ling baneling here you guys go ~ http://replayfu.com/r/PxtNrn going speed expand into roach holds banelings but dies against mass lings. You may or may not be able to scout no warren/nest; in any case there's no way to know how many lings to make; safer option is to go into defensive banelings; but obviously if he just makes drones you're as good as dead. it's a coinflip circle where defensive > aggressive > unsafe > defensive...
Okay I understand where you are coming from with the criticism, but I can assure you that this build with the right knowledge of the matchup, can beat any 1 base ZvZ play. I'll quickly go through some counters to what you're talking about. Note though all of what I'm talking about only applies to the speedling expand build into roach VS a 1 base play.
If he masses zerglings, like I said in my speedling expand roach build, you only get 4 roaches, use them in conjunction with your queen to protect your natural at your ramp, then just stop gas and pump lings. This should easily be enough to stop the mass zerglings as can be seen in my replay against VvVTitan previously given.
Then there is the option that he is going 1 base and massing drones, he will need roaches on his ramp in this case, otherwise against just zerglings you can get a scout on his base(as you will be on 2 base zerglings and him on 1 and can overpower his ramp really easily especially if he has been droning)
after you see roaches on his ramp simply do the Spanishiwa style of play, the correct counter in this case is to mass drones, spine crawlers, and queens and to delay gas. The queens protect you from mutalisks(obvious), protect you from mass roach / zergling with their saved up transfuses for your spines and the amount of drones you're making make any 1 base infestors not enough to stop your 2 base income. And there's not much else they can do on 1 base ZvZ.
So to recap ZvZ is NOT a coinflip!!! it just takes knowledge of different scenarios in this matchup.
I hope this helped as well ~vileHawk
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On July 03 2011 04:38 hoop1 wrote: How to beat mass thors + hellion?
roach baneling with good positioning?
I am a terran player and that is what i do. I start out with a very strong blue flame timing push (its kinda different because it involves me sending about 5 early as soon as they complete (double fax, 1 with reactor the other with tech lab getting blue flame) and that is usually right after blue flame starts. I send those 5 over, do some damage and pull them back. Mean while I am still massing hellions 3 at a time at the base and starting an armory. After the blue flame finishes i move all my hellions out (which is a large amount... not sure on the count... maybe like 10+) and do CRAZY damage. from there I instantly start producing thors which will decimate the 4 mutas that will pop if they try to go into mutas to deal with hellions (ill have 1 or 2 thors done by that point depending on the air distance. if only 1 is done the second is about to pop). From there I keep thor production up and slack up a little on hellions depending on how many lings they are making (more lings mean more hellions) and I also try massing up marauders. This all gives me probably around a 75% to 85% win rate against zerg (i am so happy to play zerg lol). So all that being said, this is what i see as responses. ALSO! this play punishes the expand before pool play. If they go one base (which usually only means a quick baneling bust) all i need to do is put down a bunker at my wall (no bunker if i see an expansion). the baneling bust will come in, break through my wall, and zerglings will rush in to see about 2 or 3 hellions waiting for them and its usually insta GG. Those really tend to be the only zerg tactics I see at the moment, and i play a lot of zerg matches. When i scout the only thing i am looking for is literally that fast hatch. I dont care what buildings i see, or anything. If i see fast hatch, no bunker. If i see 1 base, bunker. That's it.
Roach response to hellions = Strong for moment. Roaches slaughter hellions. Even massed hellions. I have like never seen zerg actually do what they need to with roaches as far as pressure is concerned. If you kill off a sizable amount of my hellions, chances are I dont really have much left at my base (at least with my build. All I am doing up to that point is 1 rax with no add on constant marine production. and Ill have a thor). This makes it VERY hard for me to go in for the kill. because a hellion harrass into thor and marauder and hellion army takes a LONG time to transition. Leaving you quite safe (except for the hellions running aorund if they didnt get suicided). I have actually played a game that I suicided my hellions in order to get him down to 8 workers (i figured that was a good time to actually suicide them lol). But then like 12 roaches popped up. Because I had no hellions and only like 10 marines and a thor back at my base, i really couldnt do ANYTHING for pressure and he was free to just drone for quite some time and easily catch back up in worker count. I have also seen mass roaches which can go either way. Sometimes my thors and marauders can overcome them, sometimes the roaches kill them. So mass roaches depending on macro and positioning can really depend... I do generally feel I will win against mass roaches though more often then not. But as for dealing with the hellions, they are a great choice and probably the most effective thing you can do to stop the harass (at least my version with a lot of hellions. because seeing a few spine crawlers doesnt scare me for my second round of attack with a lot of hellions.)
Quick tech to mutas = absolutely terrible. There are 2 things I love to see. First is a bunch of zerglings sitting at the expo and zerglings popping out. they are free kills to all my hellions. And then a quick muta attack. they are free kills to my thors. And for those who are just like "hot box trick". That is 1, very micro intensive even for pros. 2, requires a large number of mutas to still take down 1 thor quickly enough which is simply impossible to get that many up in response fast enough. So dont go muta.
Tech to infestors = pretty good. it can go either way. If you get neural parasite the combination of fungaling my hellions and marauders and NP my thors can be deadly to me. Micro skill tends to win those battles if there are enough infestors or you get them in a good position. The faster the infestor tech the better. because again, thors are slow to build up a large enough force. So if you get infestors fast and can NP like the three thors i send in my first attack thats really rough for me. Infestor responses are the most common ones i see, but those are usually in response to my thors, not hellions.
Tech to ultras = pretty good. Ultras actually beat thors due to splash damage (i admit i need to work on thor position micro when i see ultras). Usually this isnt done much though. Or only comes very late. But a very fast tech to it is pretty strong (but i havent played that many matches with fast tech to ultras).
Banelings = not good. This build I came up is a result of me hating banelings so much. I could NOT stand banelings so I wanted to never use marines against zerg. And out came this build which i love so much lol. they are pretty good against hellions. But i am usually good at microing my hellions to kill a large number off before they hit. like zerglings if i roll up to some banelings i am pretty happy to see them. Even if banelings go straight for my thors and marauders i usually just let them without worry. I know that in order to kill those 2 units they generally have to use a LOT more money then what is worth it with banelings. So they roll a lot of banelings straight into my army and my army just keeps moving forward and you can just tell the zerg player is like "well crap... now what?" There are instances where there are enough banelings to just take out the army, but it is usually more of a net loss for the zerg player because the cost of all those banelings wasnt worth the cost of my units (isnt it something like 13 banelings are needed to kill one marauder without splash? or some really high number. like if they are sent in one at a time).
Broodlords = playing rock paper scissors. Currently I am working on scouting their spire a lot. As soon as i see the greater spire I will start making vikings. This will usually assure me the win because the vikings easily clean up the brood lords and it is like the zerg teched in the wrong direction and invested in the wrong unit and loses. If i dont scout the greater spire though and the zerg can get a large number of broodlords up, it is usually a win for the zerg because my only anti air unit is the thor, which does fairly bad against broodlords. So again, it really is like playing rock paper scissors in that if i dont see it coming, I will lose, but if i see it coming, i will win.
Zergling + Muta = absolutely horrible. hellions slaughter lings, thors slaughter mutas. If the zerg player ever tries to go ling muta against me its pretty much an automatic win for me UNLESS they get some key infestor uses. But again, usually that still doesnt work (marauders can take fungal growths much better then marines can).
Basically, with at least my style, hellions are all i have at the moment. To be honest, the way I play tends to revolve around what I hate, and avoiding it. I hate banelings, I hate mutas, I hate infestors (i havent found a good way to slaughter infestors yet. I know ghosts... but its really hard to do that with lings running around), and late game zerg really scares me. I think all terrans have an extreme fear of late game zerg, and we all try to end it before then. I am talking like 4 hatchery max supply army zerg (and however many macro hatches). I think all terrans definitely feel at a disadvantage at that point against zerg, mainly for the ability to just stockpile resources and instantly remake an army in 30 seconds after losing everything. That part is what I am working on most with my build. Many times I will win with the second or third thor marauder push. But if the game keeps going after that, I have more of a 50/50 win rate against zerg in late game (if we stay even the entire time). Because ultra + ling tends to beat thor + marauder (always assume I have hellions around, i just consider them more of my backup force to deal with lings and also keep pressure on the zerg since thor and marauders are really difficult to use for pressure lol. its more of a death ball push each time since thors cant retreat). Broodlords definitely beat thor and marauder (unless you only send like 4 broodlords against like 6 thors) if i dont have any vikings up. A lot of infestors with good micro can just NP a lot of my thors and keep marauders and hellions at bay with fungal growth (fungal growthing hellions actually does a lot of damage, especially if lings get sent it. will usually clean a lot of them up). And if you think about it, NPing thors is basically like taking away 6 supply of food from my army for a few moments. Tech armies are very fragile in that each unit is very very important (as opposed to an MMM ball where you lose 20 marines and its whatever). Each thor carries a LOT of the strength of the push on its shoulders, and taking it out of the battle (and actually using it against me) is a big problem. as soon as i see infestors i make EVERYTHING try to kill them as fast as possible to stop neural parasites. Combined with a seemingly endless army due to so many hatches and stockpiled resources makes late game zerg rough for me.
So yea... those are my tips lol. Now I just hope you dont play me in the ladder
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